Teaching

NITLE Special Topics Series, "Models for Collaborative Teaching in Cultural Studies: Working Across Campuses"

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Delivered online, October 8, 2009, 4:00 PM - 5:15 PM. EDT.

Note, this is open to non-NITLE institutions as well.

Professors from Furman, Colby, and Lafayette will present projects that taught culture across disciplines.

More information, including registration and online requirements are here:

http://www.nitle.org/www/events/934-special-topics-teaching-tools-for-the-global-age-7

Upcoming NERCOMP Workshop: "Classroom of the Future"

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Registration is now open for NERCOMP's Oct. 9th workshop: "Classroom of the Future." For a full schedule and registration information, please go to: http://www.nercomp.org/events/event_single.aspx?id=5840

Upcoming NERCOMP Workshop: Pen-based Technologies for Teaching and Learning

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Registration is now open for NERCOMP's upcoming workshop:  "Pen-based Technologies for Teaching and Learning."

NERCOMP Workshop: Teaching Well Using Technology

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Registration is now open for NERCOMP's upcoming workshop: "Teaching Well Using Technology: A Faculty Member’s Guide to Wise and Time-Efficient Use of Instructional Technology"

The Internet, Memory, and Pedagogy

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Evan Ratliff at Salon's Machinist blog asks if the Internet is making us lose our memory. Building off of Nicholas Carr's provocative Atlantic article entitled Is Google Making us Stupid and the discussions that have resulted therein...here and here, Ratliff wonders what happens to our brains when we never develop the need to remember certain items, like remembering phone numbers, an task that online personal databases has rendered obsolete.

Learning from Video Games: Designing Digital Curriculums: A NERCOMP SIG Event

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Not so long ago, the stereotypical computer gamer was a geeky adolescent male who basked in the glow of a computer screen for days at a time, living on nothing but junk food and soda. But these days, as I observe my two daughters, I know that computer-mediated games can be a healthy pursuit and that they are now central to the lives of many youth. For example, my 10-year-old spends hours playing online Webkinz games to earn "cash” so she and her 9 year-old sister can purchase furniture for the house of their stuffed animals' avatars. The youngest also desperately covets the Wii, longing for something to do that's more "active and interesting” than TV.

My daughters are teaching me that digital games can be multi-faceted, social, compelling, and intellectually stimulating worlds. In comparing the richness of good digital games with the mind-numbing worksheets that my daughters bring home each day from school, it's apparent that educators have a great deal to learn from computer games. In early October, 2007, a group of NERCOMP workshop participants met in Southbridge to do just that.

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